Super Mario Land 2 ~ "Level 1-Only" TAS

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Uploaded by on Oct 10, 2011

http://tasvideos.org/forum/viewtopic.php?p=290577#290577

This video (only a demonstration, not optimized)
12446 frames (3:27.433) , VBA24m

Current glitched TAS:
http://www.youtube.com/watch?v=wpQTsPbZu6Q
7740 frames (2:08.98) , VBA21~23

This TAS aims to complete the game visiting only the first level. In other words, the objective is to break the block that represents memory address 0xA2D5 just like the 2:09 run, but by going there directly. I was thinking of ideas to improve the 2:09 run but they all failed or are too slow.

For example, I thought of extending the pipe in the beginning of pumpkin zone1 upwards, using the pause glitch, to enter the SRAM from below (it's possible), but I couldn't build up any lag even with the masked enemy, mushroom and 2 fireballs onscreen... I really wanted to get the TAS time below 2 minutes, but at this point all there is to do is to improve the route through the second half of the glitched area (0x4000~9fff).

The pause glitch itself has the potential to trigger the credits, due to its tendency to glitch the game up one way or another, but I'm not very technical so I can only keep testing until I get lucky. Andymac said he would try it if VBA had a trace log or some such feature.

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Uploader Comments (mugg1991)

  • How is it possible that you're editing memory values in game? Why is the game functioning normally while you're bouncing around the internal workings of the game? And lastly, what would happen if you reached the upper (lower?) limit of memory?

    Explain it to me like I'm five.

  • @conancoasttocoast

    by pausing the game when it lags, stuff gets messed up in memory and sometimes solid or breakable blocks appear right above Mario. That's just how the glitch works and there's no technical explanation for that yet. the "internal workings" is just other part of the memory "translated" into level data. Normal level data starts at memory address 0xb000 and ends at 0xdfff or so.. Everything else isn't meant to be level data, but we can still acess those parts

  • @conancoasttocoast

    by glitching, so they get translated as if they were level data.

    if you reach the upper or lower end, the memory loops over, i.e. if you reach 0xff00~0xffff, the next row will be 0x0000~0x00ff and so on.

  • what I've been wondering. is it not possible to somehow obtain a mushroom in the "OoB" area? that way you could use the normal death OoB. I'm sure you thought of this, because it is kind of obvious, it's more a question of why the blocks only gives you coins.

  • @MrGrunz

    You can't obtain any power-ups at all, in the OoB area. I don't have much technical knowledge in order to make an educated guess why that is the case, but that's how it is, at least...

    This level1-run is just an unoptimized demonstration. The glitched 2:09 run might be improvable with some optimization, but it won't go below 2:00 (unless the pause glitch turns out useful)...

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All Comments (23)

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  • ...

  • Oh Mugg, you so crazy.

  • @error00001 Yeah, prety much like 0%. Noones ever gonna beat that x)

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